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Mention renderer limitations in Resolution scaling
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@@ -43,16 +43,18 @@ find several options for 3D resolution scaling:
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Scaling mode
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~~~~~~~~~~~~
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- **Bilinear:** Standard bilinear filtering (default).
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- **Bilinear:** Standard bilinear filtering (default). This is used as a fallback
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when the current renderer doesn't support FSR 1.0 or FSR 2.2. *Available in
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all renderers.*
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- **FSR 1.0:** `AMD FidelityFX Super Resolution 1.0 <https://gpuopen.com/fidelityfx-superresolution/>`__.
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Slower, but higher quality compared to bilinear scaling. On very slow GPUs,
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the cost of FSR1 may be too expensive to be worth using it over bilinear
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scaling.
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scaling. *Only available when using the Forward+ renderer.*
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- **FSR 2.2:** AMD FidelityFX Super Resolution 2.2 (since Godot 4.2). Slowest,
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but even higher quality compared to FSR1 and bilinear scaling. On slow GPUs,
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the cost of FSR2 may be too expensive to be worth using it over bilinear
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scaling or FSR1. To match FSR2 performance with FSR1, you need to use a lower
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resolution scale factor.
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resolution scale factor. *Only available when using the Forward+ renderer.*
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Here are comparison images between native resolution, bilinear scaling with 50%
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resolution scale, FSR1, and FSR2 scaling with 50% resolution scale:
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@@ -183,6 +185,9 @@ in each table.
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FSR Sharpness
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~~~~~~~~~~~~~
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*This is only available in the Forward+ renderer, not the Mobile or Compatibility
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renderers.*
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When using the FSR1 or FSR2 scaling modes, the sharpness can be controlled using the
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**Rendering > Scaling 3D > FSR Sharpness** advanced project setting.
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@@ -213,6 +218,9 @@ to oversharpening.
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Mipmap bias
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~~~~~~~~~~~
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*This is only available in the Forward+ and Mobile renderers, not the Compatibility
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renderer.*
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Godot automatically uses a negative texture mipmap bias when the 3D resolution
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scale is set below ``1.0``. This allows for better preservation of texture
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detail at the cost of a grainy appearance on detailed textures.
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